The sins of the father carry on through the son
Name: Jimmy "Twitch" Roscoe
Selected Skills: Small Guns, Speech, Medicine
Playthrough Style & Bio: Jimmy is the ancestor of our old friend Dustin "Twitch" Diamond, and everything that he was not.
Dustin was jinxed right from the start, the luck he did seemed to have was at the tables in the casino..
Jimmy, with his charismatic words and charming smile, the wasteland is in the palm of his hand.
He will go at his choices like a partial man, only ever choosing to benefit himself and his journey, however Jimmy wasn't the luckiest dweller in the wasteland, he always managed to see the silver lining in his bad luck, be it managing to swindle a free drink at Moriarty's Saloon or getting a critical hit on one ugly super mutant!
Jimmy didn't believe in space age energy weapons so much that he would refuse to even hold them or even take them to sell, he felt they were clunky.
If choice does not benefit Jimmy in any way what so ever, then Jimmy will cut ties with that person if possible and kill them. (IF POSSIBLE, NOT IN CENTRE OF MEGATON)
.
(Megaton is Laina/Cohh/Chats decision)
Special starts at 5 in the book so based on that:
S - 5
P - 6
E - 5
C - 8
I - 8
A - 7
L - 1
Perks:
Swift learner (lvl 2)
Scandrels (lvl 4)
Gunslinger (lvl 6)
Strong back (lvl 8)
Here and Now (lvl 10)
Fast metabolism (lvl 12)
Adamantium Skeleton (lvl 14)
Action boy (lvl 16)
Concentrated fire (lvl 18)
Grim Reapers Sprint (lvl 20) - If reached.
Cohh wants YOU to decide for Fallout 3!
- TheBlueFabbit
- Posts: 5
- Joined: Sun Jun 15, 2014 10:32 am
- Contact:
Name:'Gift fingers' Doren
S.P.E.C.I.A.L
Str-5
Per-6
End-5
Cha-5
Int-5
Agi-8
Luck-6
Selected Skills: Sneak, Lockpick, Speech
Playthrough Style & Bio: 'Gift fingers' Doren specializes in leaving presents for folks, specifically in their pants when they aren't looking. As he crosses the wasteland, he meets many folk, some nice and some 'not so nice'. Doren loves giving people presents when they don't really expect them and lets face it sometimes a surprise in your pocket is just the ticket to improving your mood. If Doren comes across someone he likes, he tries to give them something nice (at least one bottlecap or bullet). If he finds someone who makes him upset, or angry, he may leave them something not so nice (useless things for small annoyances, explosives for large transgressions.) The gifts never leave Doran at a disadvantage though, he is always smart enough to not give away something he needs even if he has to come back later to give the gift. (The 'gifts' purely apply to NPCs with names, and dialogue trees to navigate, not to raiders or the like.) He has no problem using guns, or melee weapons for his own protection during his travels. His skill in speech makes it easier in discerning the true intentions of folk, so Doren is 'usually' sure that he gives the right gift to folks.
Doren does not have a problem 'stealing' from folk however. Often times he may need something or be short on 'gifts' to give so he has no choice but to fuel his habit by taking from folks. That said he never takes back a gift he has given at some point, so he has to be sure to not loot the same item type he has given someone. (If you gift a bottlecap to someone, you cannot steal bottle caps from anywhere in their house or from their person. Same with ammo or medicine, ect.)
Recommended perks:
Fortune Finder (lvl 4)- helps with gathering 'gifts'
Strong Back (lvl 8)-helps to carry misc items for 'gifting'
Silent Running (lvl 12)- helps Doren get closer to those who may not take kindly to his 'gifting' habit
All other perks, and level increases are up to Cohh, as well as the 'value' of the 'gifts' and who receives them.
The reason I suggest this one, is because we always see Cohh looting everything but never really giving much back. This would allow him to finally give something back to the universe through which he travels rather than being a 'bag of holding' with legs.
S.P.E.C.I.A.L
Str-5
Per-6
End-5
Cha-5
Int-5
Agi-8
Luck-6
Selected Skills: Sneak, Lockpick, Speech
Playthrough Style & Bio: 'Gift fingers' Doren specializes in leaving presents for folks, specifically in their pants when they aren't looking. As he crosses the wasteland, he meets many folk, some nice and some 'not so nice'. Doren loves giving people presents when they don't really expect them and lets face it sometimes a surprise in your pocket is just the ticket to improving your mood. If Doren comes across someone he likes, he tries to give them something nice (at least one bottlecap or bullet). If he finds someone who makes him upset, or angry, he may leave them something not so nice (useless things for small annoyances, explosives for large transgressions.) The gifts never leave Doran at a disadvantage though, he is always smart enough to not give away something he needs even if he has to come back later to give the gift. (The 'gifts' purely apply to NPCs with names, and dialogue trees to navigate, not to raiders or the like.) He has no problem using guns, or melee weapons for his own protection during his travels. His skill in speech makes it easier in discerning the true intentions of folk, so Doren is 'usually' sure that he gives the right gift to folks.
Doren does not have a problem 'stealing' from folk however. Often times he may need something or be short on 'gifts' to give so he has no choice but to fuel his habit by taking from folks. That said he never takes back a gift he has given at some point, so he has to be sure to not loot the same item type he has given someone. (If you gift a bottlecap to someone, you cannot steal bottle caps from anywhere in their house or from their person. Same with ammo or medicine, ect.)
Recommended perks:
Fortune Finder (lvl 4)- helps with gathering 'gifts'
Strong Back (lvl 8)-helps to carry misc items for 'gifting'
Silent Running (lvl 12)- helps Doren get closer to those who may not take kindly to his 'gifting' habit
All other perks, and level increases are up to Cohh, as well as the 'value' of the 'gifts' and who receives them.
The reason I suggest this one, is because we always see Cohh looting everything but never really giving much back. This would allow him to finally give something back to the universe through which he travels rather than being a 'bag of holding' with legs.
-
- Posts: 1
- Joined: Mon Feb 02, 2015 11:31 am
Name: Sammy Jones
Selected Skills: Medicine Lockpick Science
Sammy Jones "How to play" Sammy is a crazy one let me tell ya, he is know for being a troublemaker, he likes to see people fight not necessarily with himself in the fight, but if he does he will use everything he can to win the fight and bring it around to his side of the table, Guns knives explosive weapons you name it. Sammy is know to be a really smart guy and not for good purpose, he is know as " evil genius " And his so called "Wife" ain´t of the best breed either, she was a thief and a good one, she tried to steal from Sammy... i am not gonna go into details but it was somehow a match in heaven, she taught Sammy how to steal, and Sammy liked it... Big surprise.. One time Sammy Stole 5000 Caps... but he did not keep them oh no, he planted them on another person to then tell the owner where he´s caps was, but then again Sammy did want the other guy dead... Sammy was a doctor back in the day... god knows what he did to those people... well gotta go hope you know abit more about Sammy Jones now, stay on his good side now will ya?
Special Stats from the Book:
S: 3
P: 5
E: 4
C: 7
I: 9
A: 9
L: 3
Perks:
Theif
Scoundrel
Bloody Mess
Rad Resistance
Here and Now
Fast MetaBolism
Cyborg
Action Boy
Computer Whiz
Grim Reaper´s Sprint
" You can level as you want Cohh but you need Medicine 60, Science 60 before level 14 else you can´t pick Cyborg.
Anyways Have fun with Fallout 3 !!!
Selected Skills: Medicine Lockpick Science
Sammy Jones "How to play" Sammy is a crazy one let me tell ya, he is know for being a troublemaker, he likes to see people fight not necessarily with himself in the fight, but if he does he will use everything he can to win the fight and bring it around to his side of the table, Guns knives explosive weapons you name it. Sammy is know to be a really smart guy and not for good purpose, he is know as " evil genius " And his so called "Wife" ain´t of the best breed either, she was a thief and a good one, she tried to steal from Sammy... i am not gonna go into details but it was somehow a match in heaven, she taught Sammy how to steal, and Sammy liked it... Big surprise.. One time Sammy Stole 5000 Caps... but he did not keep them oh no, he planted them on another person to then tell the owner where he´s caps was, but then again Sammy did want the other guy dead... Sammy was a doctor back in the day... god knows what he did to those people... well gotta go hope you know abit more about Sammy Jones now, stay on his good side now will ya?
Special Stats from the Book:
S: 3
P: 5
E: 4
C: 7
I: 9
A: 9
L: 3
Perks:
Theif
Scoundrel
Bloody Mess
Rad Resistance
Here and Now
Fast MetaBolism
Cyborg
Action Boy
Computer Whiz
Grim Reaper´s Sprint
" You can level as you want Cohh but you need Medicine 60, Science 60 before level 14 else you can´t pick Cyborg.
Anyways Have fun with Fallout 3 !!!
- uEdarkfry
- Posts: 1
- Joined: Mon Jun 29, 2015 11:17 am
- Contact:
Name - Patty "Zilla" Hearst
Sex - Female
Archetype - Shadow of Justice
S.P.E.C.I.A.L
Strength - 3
Perception - 6
Endurance - 2
Charisma - 9
Intelligence - 7
Agility - 10
Luck - 3
Skills
Small guns
Sneak
Science
Lockpick (Level this up as required)
Mandatory Perks
2 - Gun Nut (+5 Small guns, +5 Repair)
3 - Thief (+5 Lockpick, +5 Sneak)
4 - Educated (+3 Skill-ups/level)
5 - Cohh's Choice (Recommend Intense Training, but you have complete control within the Archetype)
6 - Gunslinger (+25% Acc in Vats w/ 1h weps)
7 - Cohh's Choice (Cannot choose Bloody Mess, see lvl 9)
8 - Impartial Mediation (+50 Speech when Karma is Neutral)
9 - Bloody Mess (5% Dmg increase, "explosive" kill animations)
10 - Finesse (+5% crit)
11 - Cohh's Choice
12 - Sniper
13 - Silent Running (Power Armor Ninja, engaged)
14 - Light Step
15 - 20 Cohh's Choice, You will have developed a feel for the character by now. Go nuts!
Playthrough Bio
Patty "Zilla" Hearst acquired her nickname early in her vault career. Translating to "The Shadow", Zilla was always lurking about the vault and impossibly difficult to find. Hearing of the outside world from her Father she was determined to be the veiled justice of the Wastes. Lurking in the shadows, taking that which she needs and dispensing those who she doesn't Zilla is not one to be crossed. Balance and justice in the Wastes are of up-most importance and she has set out to ensure fairness and equality to all.
Playthrough Style
This Archetype is based on dispensing justice from the shadows. Sneak, small arms, and science should allow you to get to most places in the Wastes and making sure your lock-picking is in good standing should keep you ahead. Ensuring your Karma stays Neutral will be important once you hit level 8 as this will allow you to access many different speech options.
To women, you are kind; to men not so much. Your high charisma should open plenty of speech options and if you choose to get the Black Widow that will be increased against men.
Sex - Female
Archetype - Shadow of Justice
S.P.E.C.I.A.L
Strength - 3
Perception - 6
Endurance - 2
Charisma - 9
Intelligence - 7
Agility - 10
Luck - 3
Skills
Small guns
Sneak
Science
Lockpick (Level this up as required)
Mandatory Perks
2 - Gun Nut (+5 Small guns, +5 Repair)
3 - Thief (+5 Lockpick, +5 Sneak)
4 - Educated (+3 Skill-ups/level)
5 - Cohh's Choice (Recommend Intense Training, but you have complete control within the Archetype)
6 - Gunslinger (+25% Acc in Vats w/ 1h weps)
7 - Cohh's Choice (Cannot choose Bloody Mess, see lvl 9)
8 - Impartial Mediation (+50 Speech when Karma is Neutral)
9 - Bloody Mess (5% Dmg increase, "explosive" kill animations)
10 - Finesse (+5% crit)
11 - Cohh's Choice
12 - Sniper
13 - Silent Running (Power Armor Ninja, engaged)
14 - Light Step
15 - 20 Cohh's Choice, You will have developed a feel for the character by now. Go nuts!
Playthrough Bio
Patty "Zilla" Hearst acquired her nickname early in her vault career. Translating to "The Shadow", Zilla was always lurking about the vault and impossibly difficult to find. Hearing of the outside world from her Father she was determined to be the veiled justice of the Wastes. Lurking in the shadows, taking that which she needs and dispensing those who she doesn't Zilla is not one to be crossed. Balance and justice in the Wastes are of up-most importance and she has set out to ensure fairness and equality to all.
Playthrough Style
This Archetype is based on dispensing justice from the shadows. Sneak, small arms, and science should allow you to get to most places in the Wastes and making sure your lock-picking is in good standing should keep you ahead. Ensuring your Karma stays Neutral will be important once you hit level 8 as this will allow you to access many different speech options.
To women, you are kind; to men not so much. Your high charisma should open plenty of speech options and if you choose to get the Black Widow that will be increased against men.
-
- Posts: 2
- Joined: Mon Apr 27, 2015 5:06 pm
So, first time post but here it goes (posting this in Fallout 3 and NV since it could work for either).
Name: Ryu Hayabusa
Gender: Male
Archetype: Stealth / Ninja
S - 8
P - 6
E - 7
C - 1
I - 4
A - 8
L - 6
Skills:
Melee Weapons
Sneak
Lockpick
either Explosive (to make use of 'Thrown' weapons) or Unarmed.
Perks:
Thief (Level 2, has 3 ranks, must take at least 1 rank and others at own discretion)
Bloody Mess (Level 6)
Finesse (Level 10)
Night Person (Level 10 required, get ASAP after Finesse)
Silent Running (Level 12, Sneak 50)
Light Step (Level 14)
Better Criticals (Level 16)
Ninja (Level 20, Sneak 80, Melee Weapons 80)
Paralyzing Palm (Level 18, Unarmed 70, only required if you choose Unarmed)
All other perks are Cohh's choice as long as it does not break the archetype of being a stealthy melee user.
Quest Perks (optional):
Ant Might (Those!)
Barkskin (Oasis)
Wired Reflexes (The Replicated Man)
Gear:
Samurai's Sword (http://fallout.wikia.com/wiki/Samurai%27s_sword)
Jingwei's Shocksword (http://fallout.wikia.com/wiki/Jingwei%27s_shocksword)
Shishkebab (http://fallout.wikia.com/wiki/Shishkebab_(Fallout_3))
Any thrown / Fist weapons are allowed depending on which skill Cohh takes.
Chinese Stealth Armor (http://fallout.wikia.com/wiki/Chinese_s ... Fallout_3))
Until the above items are obtained Cohh can use any melee weapons (preferably bladed weapons) and armor at his discretion but the concept is to be stealthy, get critical hits, and use V.A.T.S. as necessary. Avoid guns / energy weapons as much as possible.
Karma
Generally it will be a 'good' playthrough but a vast majority of it is up to Cohh's discretion.
No mods are necessary for this to work so any that Cohh wants to use to get the game to run better or anything of the sort is fine.
Name: Ryu Hayabusa
Gender: Male
Archetype: Stealth / Ninja
S - 8
P - 6
E - 7
C - 1
I - 4
A - 8
L - 6
Skills:
Melee Weapons
Sneak
Lockpick
either Explosive (to make use of 'Thrown' weapons) or Unarmed.
Perks:
Thief (Level 2, has 3 ranks, must take at least 1 rank and others at own discretion)
Bloody Mess (Level 6)
Finesse (Level 10)
Night Person (Level 10 required, get ASAP after Finesse)
Silent Running (Level 12, Sneak 50)
Light Step (Level 14)
Better Criticals (Level 16)
Ninja (Level 20, Sneak 80, Melee Weapons 80)
Paralyzing Palm (Level 18, Unarmed 70, only required if you choose Unarmed)
All other perks are Cohh's choice as long as it does not break the archetype of being a stealthy melee user.
Quest Perks (optional):
Ant Might (Those!)
Barkskin (Oasis)
Wired Reflexes (The Replicated Man)
Gear:
Samurai's Sword (http://fallout.wikia.com/wiki/Samurai%27s_sword)
Jingwei's Shocksword (http://fallout.wikia.com/wiki/Jingwei%27s_shocksword)
Shishkebab (http://fallout.wikia.com/wiki/Shishkebab_(Fallout_3))
Any thrown / Fist weapons are allowed depending on which skill Cohh takes.
Chinese Stealth Armor (http://fallout.wikia.com/wiki/Chinese_s ... Fallout_3))
Until the above items are obtained Cohh can use any melee weapons (preferably bladed weapons) and armor at his discretion but the concept is to be stealthy, get critical hits, and use V.A.T.S. as necessary. Avoid guns / energy weapons as much as possible.
Karma
Generally it will be a 'good' playthrough but a vast majority of it is up to Cohh's discretion.
No mods are necessary for this to work so any that Cohh wants to use to get the game to run better or anything of the sort is fine.
-
- Posts: 1
- Joined: Tue Oct 14, 2014 5:44 pm
Name - Natasha Jade
S.P.E.C.I.A.L
Strength - 5
Perception - 7
Endurance - 4
Charisma - 3
Intelligence - 6
Agility - 9
Luck - 6
Skills
Melee, Small Guns, and Stealth.
Mandatory Perks
Level 2 Black Widow
Level 10 Finesse
Level 12 Silent Running (note you will need at least 50 stealth for this)
Level 16 Better Criticals
Level 20 Ninja
Other perks can be chosen as you like, Sniper would be good to pick up somewhere along the way and Bloody Mess is always fun.
Playthrough Style
Natasha values stealth above all else. In combat she prefers to sneak up behind her target and slice their throat without being seen. If it is not possible to get up close she likes to take them out with a bullet to the head from afar. When available Recon Armor is her armor of choice (No power armor, it is too big and cumbersome for a stealthy character). For combat she prefers a blade of some sort for melee combat (knife, sword, etc) as bashing weapons are too loud and messy, a sniper rifle, as well as any silent/silenced weapons she comes across. She has no problems pickpocketing or lockpicketing to accomplish her goals.
Also, if you are doing it get the Chinese Stealth Armor from Anchorage Alaska as that is what she truly wants.
S.P.E.C.I.A.L
Strength - 5
Perception - 7
Endurance - 4
Charisma - 3
Intelligence - 6
Agility - 9
Luck - 6
Skills
Melee, Small Guns, and Stealth.
Mandatory Perks
Level 2 Black Widow
Level 10 Finesse
Level 12 Silent Running (note you will need at least 50 stealth for this)
Level 16 Better Criticals
Level 20 Ninja
Other perks can be chosen as you like, Sniper would be good to pick up somewhere along the way and Bloody Mess is always fun.
Playthrough Style
Natasha values stealth above all else. In combat she prefers to sneak up behind her target and slice their throat without being seen. If it is not possible to get up close she likes to take them out with a bullet to the head from afar. When available Recon Armor is her armor of choice (No power armor, it is too big and cumbersome for a stealthy character). For combat she prefers a blade of some sort for melee combat (knife, sword, etc) as bashing weapons are too loud and messy, a sniper rifle, as well as any silent/silenced weapons she comes across. She has no problems pickpocketing or lockpicketing to accomplish her goals.
Also, if you are doing it get the Chinese Stealth Armor from Anchorage Alaska as that is what she truly wants.
- HeimerGNG
- Posts: 6
- Joined: Tue Feb 24, 2015 12:31 pm
- Location: Cleveland OHIO!!
- Contact:
Name: James "Red" McCoy
Sex: Male
Age: 25
Stats:
Strength: 7
Perception: 6
Endurance: 7
Charisma: 1
Intelligence: 6
Agility: 6
Luck: 7
Manditory Perks:
Silent running
Pyromaniac
Finesse
Better Criticals
Ninja
Playstyle and Bio:
James is a Misunderstood fellow. Growing up the only "Red Head" in the vault he was born in was not easy. Hes a quiet guy but deep down a rage burns in him with the fire of a thousand suns. He feels NO regret in his actions whatever they may be (And they tend to be VERY violent) he doesnt make friends very easily, and the ones he does have dont like him much because of his terrible tendency to kill on a whim. He prefers to use Short range stealthy weapons and typically will run from a fight if he is seen before he can strike. Oh, and did i mention he LOVES fire? Setting things ablaze is a hobby of James's.
Sex: Male
Age: 25
Stats:
Strength: 7
Perception: 6
Endurance: 7
Charisma: 1
Intelligence: 6
Agility: 6
Luck: 7
Manditory Perks:
Silent running
Pyromaniac
Finesse
Better Criticals
Ninja
Playstyle and Bio:
James is a Misunderstood fellow. Growing up the only "Red Head" in the vault he was born in was not easy. Hes a quiet guy but deep down a rage burns in him with the fire of a thousand suns. He feels NO regret in his actions whatever they may be (And they tend to be VERY violent) he doesnt make friends very easily, and the ones he does have dont like him much because of his terrible tendency to kill on a whim. He prefers to use Short range stealthy weapons and typically will run from a fight if he is seen before he can strike. Oh, and did i mention he LOVES fire? Setting things ablaze is a hobby of James's.
>> BUM BUM BUM
BUM BUM BUM <<

- forzetii
- Posts: 1
- Joined: Fri Jun 20, 2014 10:13 am
- Contact:
Name:
Agent John Doe
S.P.E.C.I.A.L.:
Strength: 3
Perception: 6
Endurance: 5
Charisma: 1
Intelligence: 5
Agility: 10
Luck: 10
Tagged Skills:
Lockpick
Small Guns
Sneak
Skill Points:
Majority of your points go into your tagged skills but may spread them out as you see fit.
Perks:
Level 2: Gun Nut
Level 4: Your Choice
Level 6: Gunslinger
Level 8: Your Choice
Level 10: Finesse
Level 12: Your Choice
Level 14: Lawbringer
Level 16+: Your choice but try to stick to the archetype as much as possible
Bio and Play Style:
Trained at an early age with firearms and raised by vault security while his father was busy with other things, it's no wonder John Doe has chosen the life of an agent. Agent Doe strives to bring order to chaos, law to the unlawful and show no mercy to evildoers. He takes pride in hunting down the worst of the worst and claiming their bounty (Law Bringer Perk). Although he follows the law, he has no moral objection to breaking it as long as the ends justify the means.
He favors pistols and other small arms such as shotguns. Prefers not to use rifles even though they are technically small guns. May not use heavy weapons. Use explosives at your own discretion but have not seen many agents use them. Make use of your high agility, luck and perks by using VATS. At level 6 you gain gunslinger which improves VATS accuracy. At level 10, you gain the finesse perk which adds crit. Utilize sneak for even more crit opportunity.
Optional:
Since he is an agent and was trained with small arms, he may start with his trusty .32 pistol "The Law Dog". You may add the item by pressing grave key (`) and typing player.additem 0006B532 1 and a box ammo player.additem 000207F7 50
I personally don't feel this is cheating since it adds to the roll play aspect of the game. However, it is optional if you feel differently.
Agent John Doe
S.P.E.C.I.A.L.:
Strength: 3
Perception: 6
Endurance: 5
Charisma: 1
Intelligence: 5
Agility: 10
Luck: 10
Tagged Skills:
Lockpick
Small Guns
Sneak
Skill Points:
Majority of your points go into your tagged skills but may spread them out as you see fit.
Perks:
Level 2: Gun Nut
Level 4: Your Choice
Level 6: Gunslinger
Level 8: Your Choice
Level 10: Finesse
Level 12: Your Choice
Level 14: Lawbringer
Level 16+: Your choice but try to stick to the archetype as much as possible
Bio and Play Style:
Trained at an early age with firearms and raised by vault security while his father was busy with other things, it's no wonder John Doe has chosen the life of an agent. Agent Doe strives to bring order to chaos, law to the unlawful and show no mercy to evildoers. He takes pride in hunting down the worst of the worst and claiming their bounty (Law Bringer Perk). Although he follows the law, he has no moral objection to breaking it as long as the ends justify the means.
He favors pistols and other small arms such as shotguns. Prefers not to use rifles even though they are technically small guns. May not use heavy weapons. Use explosives at your own discretion but have not seen many agents use them. Make use of your high agility, luck and perks by using VATS. At level 6 you gain gunslinger which improves VATS accuracy. At level 10, you gain the finesse perk which adds crit. Utilize sneak for even more crit opportunity.
Optional:
Since he is an agent and was trained with small arms, he may start with his trusty .32 pistol "The Law Dog". You may add the item by pressing grave key (`) and typing player.additem 0006B532 1 and a box ammo player.additem 000207F7 50
I personally don't feel this is cheating since it adds to the roll play aspect of the game. However, it is optional if you feel differently.
- sSwing
- Posts: 1
- Joined: Sat Jan 17, 2015 2:31 pm
- Contact:
Name : Buck Herring
S.P.E.C.I.A.L
Strength - 9
Perception - 5
Endurance - 9
Charisma - 5
Intelligence - 4
Agility - 3
Luck - 5
Skills
Repair, Big Guns, Explosives
Mandatory Perks
Lady Killer
Max Gun Nut
Strong Back
Other skills pertaining to being Buff.
Playthrough Style
Being totally buff, Buck has no time for small guns, small explosions, and weak enemies. Wielding two handed weapons (guns preferred), Buck has to show off his muscles all the time. Usually one to run into battle and show his enemies who is boss. Chin up, chest out, Buck takes the world head on. He also seems to have a weird addiction to Nuka Cola Trucks. He has as many of display at his house as he can.
S.P.E.C.I.A.L
Strength - 9
Perception - 5
Endurance - 9
Charisma - 5
Intelligence - 4
Agility - 3
Luck - 5
Skills
Repair, Big Guns, Explosives
Mandatory Perks
Lady Killer
Max Gun Nut
Strong Back
Other skills pertaining to being Buff.
Playthrough Style
Being totally buff, Buck has no time for small guns, small explosions, and weak enemies. Wielding two handed weapons (guns preferred), Buck has to show off his muscles all the time. Usually one to run into battle and show his enemies who is boss. Chin up, chest out, Buck takes the world head on. He also seems to have a weird addiction to Nuka Cola Trucks. He has as many of display at his house as he can.
-
- Posts: 1
- Joined: Fri Jun 26, 2015 12:07 pm
- Location: Indiana
Name: Wolfgang Van Stealth
Sex: Male
Age: 22
Race: Caucasian
S.P.E.C.I.A.L
Strength: 3
Perception: 7
Endurance: 3
Charisma: 1
Intelligence: 9
Agility: 8
Luck: 9
Tag Skills:
Small Guns, Sneak, Explosives
Perks
Level 2: Gun Nut
Level 3: Theif
Level 4: (Whatever you want)
Level 5: (Whatever you want)
Level 6: Demolition Expert
Level 7: Gunslinger
Level 8: Scrounger
Level 9: Strong Back
Level 10: Mister Sandman
Level 11: Bloody Mess
Level 12: Pyromaniac
Level 13: Silent Running
Level 14: Light Step
Level 15: Finesse
Level 16: Better Criticals
Level 17: (Whatever you want)
Level 18: (Whatever you want)
Level 19: (Whatever you want)
Level 20: Ninja
Playthrough Bio:
Wolfgang Van Stealth was always this violent, and merciless. If he had the option to avoid a fight he would never take it. He doesn't take a dumb approach to things, but rather "stealth kill until they see me, then whip out the Fat Boy!" He's looking for danger, and he'll do anything to prove he's the most violent in the Wasteland. He's not necessarily "evil", he just likes when things go boom!
Playthrough Style:
Stealth, and Small Guns in the beginning, but using Explosives any chance you get. Any chance you successfully sneak up to a human (raiders, bad dudes *NOT every single person...) or supermutant, and pickpocket them, you must leave a pulled hand grenade in their pocket. Karma is up to you. Of course be careful, where you're lobbing those grenades and mini nukes, don't hit Dogmeat. Have fun
Sex: Male
Age: 22
Race: Caucasian
S.P.E.C.I.A.L
Strength: 3
Perception: 7
Endurance: 3
Charisma: 1
Intelligence: 9
Agility: 8
Luck: 9
Tag Skills:
Small Guns, Sneak, Explosives
Perks
Level 2: Gun Nut
Level 3: Theif
Level 4: (Whatever you want)
Level 5: (Whatever you want)
Level 6: Demolition Expert
Level 7: Gunslinger
Level 8: Scrounger
Level 9: Strong Back
Level 10: Mister Sandman
Level 11: Bloody Mess
Level 12: Pyromaniac
Level 13: Silent Running
Level 14: Light Step
Level 15: Finesse
Level 16: Better Criticals
Level 17: (Whatever you want)
Level 18: (Whatever you want)
Level 19: (Whatever you want)
Level 20: Ninja
Playthrough Bio:
Wolfgang Van Stealth was always this violent, and merciless. If he had the option to avoid a fight he would never take it. He doesn't take a dumb approach to things, but rather "stealth kill until they see me, then whip out the Fat Boy!" He's looking for danger, and he'll do anything to prove he's the most violent in the Wasteland. He's not necessarily "evil", he just likes when things go boom!
Playthrough Style:
Stealth, and Small Guns in the beginning, but using Explosives any chance you get. Any chance you successfully sneak up to a human (raiders, bad dudes *NOT every single person...) or supermutant, and pickpocket them, you must leave a pulled hand grenade in their pocket. Karma is up to you. Of course be careful, where you're lobbing those grenades and mini nukes, don't hit Dogmeat. Have fun

-
- Posts: 1
- Joined: Thu Jul 23, 2015 11:13 am
Name: Twitch 3000
STATS
S. 8
P. 6
E. 7
C. 3
I. 5
A. 7
L. 4
Tag Skills: Barter, Big Guns, Medicine
Perks
2- Swift Learner 3- Swift Learner
4- Swift Learner 5- Iron Fist
6- Toughness 7- Lead Belly
8- Rad Resistance 9- Strong Back
10- Finesse 11- Intense Training (End)
12- Sniper 13- Fast Metabolism
14- Master Trader 15- Intense Training (End)
16- Action Boy/Girl 17- Chem Resistant
18- Intense Training (End) 19- Intense Training (Str)
20- Grim Reaper’s Sprint 21- Solar Powered
22- Deep Sleep 23- Intense Training (Str)
24- No Weaknesses 25- Intense Training (Agi)
26- Rad Tolerance 27- Nerves of Steel
28- Rad Absorption 29- Intense Training (Agi)
30- Nuclear Anomaly
Bio: You always had an affinity for Big Guns, Mini Guns being your favorite. Even though you look like the big dumb brute you're still smart enough to approach things carefully and will sneak once you know how, but sometimes you just need to rush in big guns blaring! You have no idea how explosives work and will never pick them up or use them (but can shoot them to make a path). You have always been fascinated by radiation and if an area is high in radiation you will find a way to explore it. Make sure you stock up on radaway...
STATS
S. 8
P. 6
E. 7
C. 3
I. 5
A. 7
L. 4
Tag Skills: Barter, Big Guns, Medicine
Perks
2- Swift Learner 3- Swift Learner
4- Swift Learner 5- Iron Fist
6- Toughness 7- Lead Belly
8- Rad Resistance 9- Strong Back
10- Finesse 11- Intense Training (End)
12- Sniper 13- Fast Metabolism
14- Master Trader 15- Intense Training (End)
16- Action Boy/Girl 17- Chem Resistant
18- Intense Training (End) 19- Intense Training (Str)
20- Grim Reaper’s Sprint 21- Solar Powered
22- Deep Sleep 23- Intense Training (Str)
24- No Weaknesses 25- Intense Training (Agi)
26- Rad Tolerance 27- Nerves of Steel
28- Rad Absorption 29- Intense Training (Agi)
30- Nuclear Anomaly
Bio: You always had an affinity for Big Guns, Mini Guns being your favorite. Even though you look like the big dumb brute you're still smart enough to approach things carefully and will sneak once you know how, but sometimes you just need to rush in big guns blaring! You have no idea how explosives work and will never pick them up or use them (but can shoot them to make a path). You have always been fascinated by radiation and if an area is high in radiation you will find a way to explore it. Make sure you stock up on radaway...
-
- Posts: 1
- Joined: Mon Feb 03, 2014 5:10 pm
- Location: Texas
Name: Richard "Dick" Sanders
S - 4
P - 8
E - 4
C - 3
I - 6
A - 8
L - 7
Selected Skills:
Small Guns, Stealth, Lock picking
Perks:
2 - Gun Nut
3 - Thief
4 - Educated
6 - Fortune Finder
8 - Commando
10 - Finesse
12 - Sniper
13 - Silent Running
14 - Contract killer
15 - Chemist
16 - Better Criticals
Playthrough Style & Bio:
"Something's wrong with this boy..." was whispered through the vault frequently as Richard grew to a man. Materialistic from his first steps, he chose to hoard what he could, take what he wanted, and hurt whoever got in the way. He seemed to have an unnatural obsession with anything valuable he could get his hands on, especially if he knew someone else coveted it. Dick showed little empathy for the people around him, and almost always chose the option that would profit him the most.
Dick is particularly xenophobic of mutants, ghouls, and really anything not human. He won't recklessly attack any and all he sees, but if there's an opportunity to rid the world of the creatures and more or less get away with it, he will. In preferably the most painful of ways.
In playstyle, the evil option is likely the best option. Caps are king, and the highest bidder gets Dick's gun. He's not dumb though, and prefers when possible to take enemies out quietly and from a distance. He always seeks to get the drop on his enemy, and will even go so far as to double-cross people if it gives him an advantage. Efforts should be made to ally him with the slavers as early as possible.
In dialogue, his demands are blunt, and if he cannot easily talk his way into somewhere he wants to be, and cannot sneak his way in, he's not against going to war to gain entrance and loot. He should make liberal use of drugs e.g. pop a psycho before combat, Jet in mid-combat, mentats before any kind of "concentration" type work, when available. He would rather feed his addiction until his supply is gone before getting help.
S - 4
P - 8
E - 4
C - 3
I - 6
A - 8
L - 7
Selected Skills:
Small Guns, Stealth, Lock picking
Perks:
2 - Gun Nut
3 - Thief
4 - Educated
6 - Fortune Finder
8 - Commando
10 - Finesse
12 - Sniper
13 - Silent Running
14 - Contract killer
15 - Chemist
16 - Better Criticals
Playthrough Style & Bio:
"Something's wrong with this boy..." was whispered through the vault frequently as Richard grew to a man. Materialistic from his first steps, he chose to hoard what he could, take what he wanted, and hurt whoever got in the way. He seemed to have an unnatural obsession with anything valuable he could get his hands on, especially if he knew someone else coveted it. Dick showed little empathy for the people around him, and almost always chose the option that would profit him the most.
Dick is particularly xenophobic of mutants, ghouls, and really anything not human. He won't recklessly attack any and all he sees, but if there's an opportunity to rid the world of the creatures and more or less get away with it, he will. In preferably the most painful of ways.
In playstyle, the evil option is likely the best option. Caps are king, and the highest bidder gets Dick's gun. He's not dumb though, and prefers when possible to take enemies out quietly and from a distance. He always seeks to get the drop on his enemy, and will even go so far as to double-cross people if it gives him an advantage. Efforts should be made to ally him with the slavers as early as possible.
In dialogue, his demands are blunt, and if he cannot easily talk his way into somewhere he wants to be, and cannot sneak his way in, he's not against going to war to gain entrance and loot. He should make liberal use of drugs e.g. pop a psycho before combat, Jet in mid-combat, mentats before any kind of "concentration" type work, when available. He would rather feed his addiction until his supply is gone before getting help.
-
- Posts: 1
- Joined: Fri May 08, 2015 5:34 pm
Name: (Chosen by Chat)
S. 5
P. 8
E. 6
C. 3
I. 9
A. 5
L. 4
(Any stat can be increased with the Intense Training perk or with bobbleheads)
Selected Skills: Repair, Energy Weapons, Science
Perks: Mod perks (see below)
Playthrough Style & Bio: After taking the G.O.A.T. test, the lone wanderer knew that his job in the vault was to be the mechanic. Since he spent most of his time researching the vault's robot instead of socializing, his speech skills are very low.
Optional: As soon as possible, go to Canterbury Commons and take the Mechanist's costume or obtain it with console commands. (can be replaced later)
Mods: RobCo Certified by Talkie Toaster ( http://www.nexusmods.com/fallout3/mods/712/? )
This mod is highly recommended if not essential for this type of playthrough as it allows the player to repair a robot and use it as a companion as long as they have a spare fission battery and some scrap metal. Each perk rank allows for a bigger and better robot.
S. 5
P. 8
E. 6
C. 3
I. 9
A. 5
L. 4
(Any stat can be increased with the Intense Training perk or with bobbleheads)
Selected Skills: Repair, Energy Weapons, Science
Perks: Mod perks (see below)
Playthrough Style & Bio: After taking the G.O.A.T. test, the lone wanderer knew that his job in the vault was to be the mechanic. Since he spent most of his time researching the vault's robot instead of socializing, his speech skills are very low.
Optional: As soon as possible, go to Canterbury Commons and take the Mechanist's costume or obtain it with console commands. (can be replaced later)
Mods: RobCo Certified by Talkie Toaster ( http://www.nexusmods.com/fallout3/mods/712/? )
This mod is highly recommended if not essential for this type of playthrough as it allows the player to repair a robot and use it as a companion as long as they have a spare fission battery and some scrap metal. Each perk rank allows for a bigger and better robot.
- 1drain
- Posts: 13
- Joined: Thu Apr 30, 2015 5:03 pm
- Contact:
Name: Flip
Sex: Male
ST: 5
PE: 2
EN: 10
CH: 7
IN: 7
AG: 7
LK: 2
Selected Skills: Unarmed, Big Guns, Speech
Perks:
Toughness (lvl 6)
Life Giver (lvl 12)
Adamantium Skeleton (lvl 14)
Playthrough Style & Bio:
Bad things seem to happen to Flip, but he smiles and toughs them out. When he was young, Flip tripped over a black cat belonging to his neighbour Beatrice. During his fall his face smashed though the mirror he was in the process of transporting to maintenance. While his father James made a valiant effort to repair the damage, Flip's eyesight became seriously impaired by the shards of glass.
Because of the trauma that Flip endured while younger, his tolerance for pain and ability overcome difficult, sometimes unpleasant situations increased. He tends to shrug off everything but the most grievous of injuries, which is a good thing due to the number of accidents that seem to occur around Flip. His happy-go-lucky demeanour elevates his charisma to great levels. He has an easy time talking to people and makes new friends readily.
Quirks:
- Flip refuses to use stimpacks and other medical aids unless in the most dire of circumstances
- Because of his poor eyesight, he prefers to use weapons that offer a spray-and-pray mentality such as the minigun (and actually has a photo of Eugene tacked up to his bedroom wall)
Sex: Male
ST: 5
PE: 2
EN: 10
CH: 7
IN: 7
AG: 7
LK: 2
Selected Skills: Unarmed, Big Guns, Speech
Perks:
Toughness (lvl 6)
Life Giver (lvl 12)
Adamantium Skeleton (lvl 14)
Playthrough Style & Bio:
Bad things seem to happen to Flip, but he smiles and toughs them out. When he was young, Flip tripped over a black cat belonging to his neighbour Beatrice. During his fall his face smashed though the mirror he was in the process of transporting to maintenance. While his father James made a valiant effort to repair the damage, Flip's eyesight became seriously impaired by the shards of glass.
Because of the trauma that Flip endured while younger, his tolerance for pain and ability overcome difficult, sometimes unpleasant situations increased. He tends to shrug off everything but the most grievous of injuries, which is a good thing due to the number of accidents that seem to occur around Flip. His happy-go-lucky demeanour elevates his charisma to great levels. He has an easy time talking to people and makes new friends readily.
Quirks:
- Flip refuses to use stimpacks and other medical aids unless in the most dire of circumstances
- Because of his poor eyesight, he prefers to use weapons that offer a spray-and-pray mentality such as the minigun (and actually has a photo of Eugene tacked up to his bedroom wall)
-
- Posts: 2
- Joined: Thu Jul 23, 2015 3:31 pm
Name: Lance Trekk
Gender: Male
Age: 34
Attributes:
Strength: 1
Perception: 5
Endurance: 10
Charisma: 1
Intelligence: 8
Agility: 10
Luck: 5
Skills:
Medicine
Repair
Sneak
Perks: (any not specifically mentioned are to be considered free choice)
Entomologist (Level 4)
Lead Belly (Level 6)
Rad Resistance (Level 8)
Animal Friend (Level 10)
Silent Running (Level 12)
Light Step (Level 14)
Playstyle:
Lance Trekk is a minimalist backpacker that has been living off the land (and his victims) ever since the nuclear apocalypse. Lance always travels light, which is why he never carries more than 150 lbs (regardless of capacity). Lance lives off the wild, and as such he only uses items he finds/makes/steals. He would never use items given to him by other people, including quest rewards. While he does not accept charity, he will steal things he needs in order to survive from homes or people, including pickpocketing them. Lance's primary goal is surviving with as little as possible.
Lance considers social conventions meaningless, and people generally consider him to be quite rude. Lance makes speech decisions that he feels reflect his disdain of the person he is speaking to, and/or the subject being discussed. Having to talk to another person at all is something Lance despises. He would definitely never have a human companion with him, but animals would be welcome.
In order to properly consider how Lance would make a decision, one would be encouraged to imagine a mix between an athletic hiker/camper and a hermit desiring to live "off the radar" of "the man." He prefers to treat his own wounds and craft his own equipment when he can, while only taking the basics he needs to survive. He would NEVER carry around something he did not intend to use, even if the only purpose was to sell it.
Gender: Male
Age: 34
Attributes:
Strength: 1
Perception: 5
Endurance: 10
Charisma: 1
Intelligence: 8
Agility: 10
Luck: 5
Skills:
Medicine
Repair
Sneak
Perks: (any not specifically mentioned are to be considered free choice)
Entomologist (Level 4)
Lead Belly (Level 6)
Rad Resistance (Level 8)
Animal Friend (Level 10)
Silent Running (Level 12)
Light Step (Level 14)
Playstyle:
Lance Trekk is a minimalist backpacker that has been living off the land (and his victims) ever since the nuclear apocalypse. Lance always travels light, which is why he never carries more than 150 lbs (regardless of capacity). Lance lives off the wild, and as such he only uses items he finds/makes/steals. He would never use items given to him by other people, including quest rewards. While he does not accept charity, he will steal things he needs in order to survive from homes or people, including pickpocketing them. Lance's primary goal is surviving with as little as possible.
Lance considers social conventions meaningless, and people generally consider him to be quite rude. Lance makes speech decisions that he feels reflect his disdain of the person he is speaking to, and/or the subject being discussed. Having to talk to another person at all is something Lance despises. He would definitely never have a human companion with him, but animals would be welcome.
In order to properly consider how Lance would make a decision, one would be encouraged to imagine a mix between an athletic hiker/camper and a hermit desiring to live "off the radar" of "the man." He prefers to treat his own wounds and craft his own equipment when he can, while only taking the basics he needs to survive. He would NEVER carry around something he did not intend to use, even if the only purpose was to sell it.
- Dragonmage666
- Posts: 2
- Joined: Wed Feb 05, 2014 4:08 pm
- Contact:
The World Is Yours
Name: Michael "Stash" Thomasson
Gender: Male
Age: 28
Attributes:
Strength: 10
Perception: 6
Endurance: 7
Charisma: 1
Intelligence: 6
Agility: 8
Luck: 2
Skills:
Lockpick
Repair
Sneak
Perks:
Thief (Level 2)
Educated (level 4)
Toughness (Level 6)
Strong Back (Level 8)
Animal Friend (Level 10)
Silent Running (Level 12)
Light Step (Level 14)
Infiltrator (Level 18)
Playstyle: It's all about "The Stash"! You have grown up in the Vault and have always had very little, you took what you could and watched everyone else with a jealous eye as they got things you knew should be yours. As you are finally free from that hole in the ground and out in the world it is time to take everything that should be yours. Everything. But you quickly realize you can not carry all that is rightfully yours and must find a solution. The answer comes quick. "The Stash"... You must steal and take Everything. All things in the world is yours and it is time to take back everything even if the person that has it must die to give it back. You will never sell ANYTHING for it is all yours and is part of "The Stash"!
"The Stash" is a location you store the items you think you don't need for your task at a given time. But you are weary... anyone could be stealing from "The Stash" at anytime! So you can not wander far from it. This will be set by 4 Squares of the map. If you need to go further you must pick up and move "The Stash" so your mind is at ease.
Stealth is your answer to getting everything back from the world and not losing your body from doing so! 10 points must be put into sneak every level until 100. You can put more in early to finish faster.
Keeping items repaired is a must to protect "The Stash" so it is worth it to sacrifice other items to keep some in the best condition. But if possible will repair in other ways.
Other people can not be trusted so you can't have companions with you except your trusty dog. He will never take from you or "The Stash". Animals can be trusted.
Name: Michael "Stash" Thomasson
Gender: Male
Age: 28
Attributes:
Strength: 10
Perception: 6
Endurance: 7
Charisma: 1
Intelligence: 6
Agility: 8
Luck: 2
Skills:
Lockpick
Repair
Sneak
Perks:
Thief (Level 2)
Educated (level 4)
Toughness (Level 6)
Strong Back (Level 8)
Animal Friend (Level 10)
Silent Running (Level 12)
Light Step (Level 14)
Infiltrator (Level 18)
Playstyle: It's all about "The Stash"! You have grown up in the Vault and have always had very little, you took what you could and watched everyone else with a jealous eye as they got things you knew should be yours. As you are finally free from that hole in the ground and out in the world it is time to take everything that should be yours. Everything. But you quickly realize you can not carry all that is rightfully yours and must find a solution. The answer comes quick. "The Stash"... You must steal and take Everything. All things in the world is yours and it is time to take back everything even if the person that has it must die to give it back. You will never sell ANYTHING for it is all yours and is part of "The Stash"!
"The Stash" is a location you store the items you think you don't need for your task at a given time. But you are weary... anyone could be stealing from "The Stash" at anytime! So you can not wander far from it. This will be set by 4 Squares of the map. If you need to go further you must pick up and move "The Stash" so your mind is at ease.
Stealth is your answer to getting everything back from the world and not losing your body from doing so! 10 points must be put into sneak every level until 100. You can put more in early to finish faster.
Keeping items repaired is a must to protect "The Stash" so it is worth it to sacrifice other items to keep some in the best condition. But if possible will repair in other ways.
Other people can not be trusted so you can't have companions with you except your trusty dog. He will never take from you or "The Stash". Animals can be trusted.
-
- Posts: 3
- Joined: Thu Jul 23, 2015 4:31 pm
Name: Jack "Tunnel Snake" Neeson
Selected Skills: Big Guns, Speech, Barter (Also uses melee, lockpick and small guns)
S.P.E.C.I.A.L: S-8, P-1, E-8, C-9, I-1, A-8, L-5
Perks: Scoundrel (lvl 4), Toughness (lvl 6), Bloody Mess (lvl 7) ,Size Matters (lvl 8), Strong Back (lvl 9), Life Giver (lvl 12), Master Trader (lvl 14)
Playstyle/Bio: As a young boy Jack always wanted to be a part of the Tunnel Snakes, the baddest, best gang in Vault 101, but that little punk Butch would never let him. Jack had a lot of problems during class as he had a very low IQ, but he always thought his excellent Strength, Endurance and Agility would help him get through life. On the day his Dad left the vault Jack met Butch as he was attempting to escape, Butch offered him a position in the Tunnel Snakes if he helped his Mom, so he did, after becoming a Tunnel Snake Jack vented his rage into a thank you gift for Butch and his mother, in the form of a 10mm bullet for all the torment Butch causedd Jack in his younger years. This led to Jack going on a rampage killing the Overseer and his guards. This rampage continued to the outside world were Jack found a small town called Megaton, which housed an deactivated bomb, with out hesitating he rigged it to explode for a Mister Burke. He continued his rampage until he reached a faction called the Brotherhood of Steel, which he decided to try and infiltrate their ranks to destroy them.
Jack uses big guns, melee and heavy armor mainly to show off his immense strength, outside of combat he uses his Tunnel Snake charm to convince and deceive people to get what he wants. Jack was never smart enough to be able to use repair, science, medicine or energy weapons effectively so he tends t barely use them, sticking to guns that shoot lead and his natural charm. Jack tends to attack most factions searching for good and peace, but will never attack evil karma residences, such as the slavers of paradise falls, he may also work with some good factions for a time, such as the Brotherhood, in order to gain their trust before killing them. Most importantly Jack carries around his Tunnel Snake jacket everywhere and tends to were it outside of combat, especially in populated areas, to show off as he is always fixing to be the center of attention. !TUNNEL SNAKES RULE!
(The playthrough is evil karma so if you choose you can recruit Jericho before blowing up Megaton, but the only companions allowed are Jericho, Clover, Charon and of course Dogmeat.)
Selected Skills: Big Guns, Speech, Barter (Also uses melee, lockpick and small guns)
S.P.E.C.I.A.L: S-8, P-1, E-8, C-9, I-1, A-8, L-5
Perks: Scoundrel (lvl 4), Toughness (lvl 6), Bloody Mess (lvl 7) ,Size Matters (lvl 8), Strong Back (lvl 9), Life Giver (lvl 12), Master Trader (lvl 14)
Playstyle/Bio: As a young boy Jack always wanted to be a part of the Tunnel Snakes, the baddest, best gang in Vault 101, but that little punk Butch would never let him. Jack had a lot of problems during class as he had a very low IQ, but he always thought his excellent Strength, Endurance and Agility would help him get through life. On the day his Dad left the vault Jack met Butch as he was attempting to escape, Butch offered him a position in the Tunnel Snakes if he helped his Mom, so he did, after becoming a Tunnel Snake Jack vented his rage into a thank you gift for Butch and his mother, in the form of a 10mm bullet for all the torment Butch causedd Jack in his younger years. This led to Jack going on a rampage killing the Overseer and his guards. This rampage continued to the outside world were Jack found a small town called Megaton, which housed an deactivated bomb, with out hesitating he rigged it to explode for a Mister Burke. He continued his rampage until he reached a faction called the Brotherhood of Steel, which he decided to try and infiltrate their ranks to destroy them.
Jack uses big guns, melee and heavy armor mainly to show off his immense strength, outside of combat he uses his Tunnel Snake charm to convince and deceive people to get what he wants. Jack was never smart enough to be able to use repair, science, medicine or energy weapons effectively so he tends t barely use them, sticking to guns that shoot lead and his natural charm. Jack tends to attack most factions searching for good and peace, but will never attack evil karma residences, such as the slavers of paradise falls, he may also work with some good factions for a time, such as the Brotherhood, in order to gain their trust before killing them. Most importantly Jack carries around his Tunnel Snake jacket everywhere and tends to were it outside of combat, especially in populated areas, to show off as he is always fixing to be the center of attention. !TUNNEL SNAKES RULE!
(The playthrough is evil karma so if you choose you can recruit Jericho before blowing up Megaton, but the only companions allowed are Jericho, Clover, Charon and of course Dogmeat.)
- ThatDerpyGent
- Posts: 3
- Joined: Tue Feb 17, 2015 1:58 pm
- Contact:
Name: COHH SMASH
Background: You're a big man with a big problem with the world. You arent the brightest person out there, and you hate people who are. You're lack of intelligence is most likely due to your former abuse and addiction to psycho(which you've stopped using, but wouldnt appose using again).
You love killing things in the wasteland, and no one person or thing is off limits if they upset you or if you are paid the right price. You've made it your life mission to kill at least one of every type of enemy in the wasteland. You love killing things with big weapons, guns and melee alike. Explosions are something you love too. You will NEVER use one handed weapons(unarmed weapons are an exception, you LOVE unarmed combat) because you think they are for weak inferior humans.(unless you absolutely have to)
Although you arent great intellectually, you have really good muscle memory, so you can learn how to do things even if you dont really understand it. You once saw this nerd hacking a terminal and you picked up a few things before beating him to near death because he called you a dumb dumb. The only reason you let him live is because he told you he could teach you how to use a lock pick, which he kept his word on.
Your big muscles and stellar looks cause you to be a hit with the ladies, and you can smooth talk just about anyone. Although you like killing, you know that in some rare occasions, its better to talk something through. You also LOVE animals, and will refrain from killing non mutated animals if you can
S.P.E.C.I.A.L:
Strength 10
Perception 4
Endurance 7
Charisma 7
Intelligence 3
Agility 5
Luck 4
Intense training or any other things that directly impact special ARE allowed(intelligence cant go over 5). You can also take 1 point out of any three skills (besides strength) and re apply them somewhere else.
Perks:
Animal lover(only level one is required, but you can get both)
Puppies!
Strong Back
Size matters
Adamantium skeleton
Lady Killer
I would recommend (but not required) getting intelligence to 4 with either intense training or something else to get the perk that gives you more points from skill books
Skills:
Big Guns 60+
Melee and Unarmed for a combined of 100+
Science 50-
Explosives 50+
Lock Pick 50+
Small guns 50- (can only use two handed small guns, like shotguns and auto rifles)
energy weapons 50- (same as small guns)
All the rest is to up you( make sure to get those bobble heads and skill books!)
Tag:
Big guns(must)
Choose two :
unarmed
melee
explosives
lockpick
Background: You're a big man with a big problem with the world. You arent the brightest person out there, and you hate people who are. You're lack of intelligence is most likely due to your former abuse and addiction to psycho(which you've stopped using, but wouldnt appose using again).
You love killing things in the wasteland, and no one person or thing is off limits if they upset you or if you are paid the right price. You've made it your life mission to kill at least one of every type of enemy in the wasteland. You love killing things with big weapons, guns and melee alike. Explosions are something you love too. You will NEVER use one handed weapons(unarmed weapons are an exception, you LOVE unarmed combat) because you think they are for weak inferior humans.(unless you absolutely have to)
Although you arent great intellectually, you have really good muscle memory, so you can learn how to do things even if you dont really understand it. You once saw this nerd hacking a terminal and you picked up a few things before beating him to near death because he called you a dumb dumb. The only reason you let him live is because he told you he could teach you how to use a lock pick, which he kept his word on.
Your big muscles and stellar looks cause you to be a hit with the ladies, and you can smooth talk just about anyone. Although you like killing, you know that in some rare occasions, its better to talk something through. You also LOVE animals, and will refrain from killing non mutated animals if you can
S.P.E.C.I.A.L:
Strength 10
Perception 4
Endurance 7
Charisma 7
Intelligence 3
Agility 5
Luck 4
Intense training or any other things that directly impact special ARE allowed(intelligence cant go over 5). You can also take 1 point out of any three skills (besides strength) and re apply them somewhere else.
Perks:
Animal lover(only level one is required, but you can get both)
Puppies!
Strong Back
Size matters
Adamantium skeleton
Lady Killer
I would recommend (but not required) getting intelligence to 4 with either intense training or something else to get the perk that gives you more points from skill books
Skills:
Big Guns 60+
Melee and Unarmed for a combined of 100+
Science 50-
Explosives 50+
Lock Pick 50+
Small guns 50- (can only use two handed small guns, like shotguns and auto rifles)
energy weapons 50- (same as small guns)
All the rest is to up you( make sure to get those bobble heads and skill books!)
Tag:
Big guns(must)
Choose two :
unarmed
melee
explosives
lockpick
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- Posts: 2
- Joined: Mon Mar 30, 2015 4:28 pm
I wanted to utilize this idea for Fallout New vegas, but due to the change in the crafting of items, I dont believe it is feasible without using a lot of mods, so I present it for Fallout 3.
In keeping with the idea of 'inspired by a real person' with the Fallout 1 play through, I suggest.
"Karet Top"
A former standup comedian who focused on prop comedy then got heavily in to working out.
I will leave the SPECIAL & perks to your discretion as it has been some time since my last play through.
Though I suggest high INT, PER & STR, with low Charisma.
I mean look at this guy.
Emphasis is placed on looting & creation of items (bottlecap mine, deathclaw hands, dart gun, railway rifle, etc) for use as weapons.
Unarmed/ Meele would be used if crafted items are not available. But when made, can be used at will.
No other restrictions on play, perks can be chosen at will.
In keeping with the idea of 'inspired by a real person' with the Fallout 1 play through, I suggest.
"Karet Top"
A former standup comedian who focused on prop comedy then got heavily in to working out.
I will leave the SPECIAL & perks to your discretion as it has been some time since my last play through.
Though I suggest high INT, PER & STR, with low Charisma.
I mean look at this guy.

Emphasis is placed on looting & creation of items (bottlecap mine, deathclaw hands, dart gun, railway rifle, etc) for use as weapons.
Unarmed/ Meele would be used if crafted items are not available. But when made, can be used at will.
No other restrictions on play, perks can be chosen at will.
- Darkbringer92
- Posts: 3
- Joined: Thu Oct 30, 2014 2:24 pm
- Contact:
Wandering monk/nun of the Waste
Name - Laina
Gender - Female
Age - 26
S.P.E.C.I.A.L
Strength - 4
Perception - 3
Endurance - 9
Charisma - 4
Intelligence - 9
Agility - 7
Luck - 4
Skills cohh's choice but must focus towards sneak & unarmed/hand to hand
Playthrough Bio:
Laina is a Happy, Helpful, and Respectful wanderer of the Waste, who takes great pride in trying to keep herself as well the ones around her Healthy & Content in these harsh times. Even at a young age, she had always excelled in Animal bonding..care-taking & over all passion for every wasteland creature including even the Deathclaw. "cough cough" Yet will resort to protecting herself if running isn't an option. Given the situation, Laina gratefully offers any help or intimidation needed to bring peace to this fractured & scorched era on her journey.
Playthrough Style:
Top priority~ Said "cough cough" in Bio was quick hint at the mod i've found & linked below. Will & should allow player to replace dogmeat which I know you want with well.. a deathclaw. Yes, deathclaw cohhGG. I would like you to have said mod installed for this play-though as well as it to be first thing to do & acquire before you delve into the game world fully.
~ http://www.nexusmods.com/fallout3/mods/ ... 1475&pUp=1
Next in line is clothing & weapon~ Laina would much rather wear Clothing then Armor or even Vault Appeal. Weapon will be The Deathclaw gauntlet. Laina will be mainly focusing on unarmed/hand to hand till obtaining Schematic. Head gear & Eyewear though, is optional.(cohhchoice)
Link of clothing & armor if needed~ http://fallout.wikia.com/wiki/Fallout_3 ... d_clothing
The Deathclaw gauntlet~
Name - Laina
Gender - Female
Age - 26
S.P.E.C.I.A.L
Strength - 4
Perception - 3
Endurance - 9
Charisma - 4
Intelligence - 9
Agility - 7
Luck - 4
Skills cohh's choice but must focus towards sneak & unarmed/hand to hand
Playthrough Bio:
Laina is a Happy, Helpful, and Respectful wanderer of the Waste, who takes great pride in trying to keep herself as well the ones around her Healthy & Content in these harsh times. Even at a young age, she had always excelled in Animal bonding..care-taking & over all passion for every wasteland creature including even the Deathclaw. "cough cough" Yet will resort to protecting herself if running isn't an option. Given the situation, Laina gratefully offers any help or intimidation needed to bring peace to this fractured & scorched era on her journey.
Playthrough Style:
Top priority~ Said "cough cough" in Bio was quick hint at the mod i've found & linked below. Will & should allow player to replace dogmeat which I know you want with well.. a deathclaw. Yes, deathclaw cohhGG. I would like you to have said mod installed for this play-though as well as it to be first thing to do & acquire before you delve into the game world fully.
~ http://www.nexusmods.com/fallout3/mods/ ... 1475&pUp=1
Next in line is clothing & weapon~ Laina would much rather wear Clothing then Armor or even Vault Appeal. Weapon will be The Deathclaw gauntlet. Laina will be mainly focusing on unarmed/hand to hand till obtaining Schematic. Head gear & Eyewear though, is optional.(cohhchoice)
Link of clothing & armor if needed~ http://fallout.wikia.com/wiki/Fallout_3 ... d_clothing
The Deathclaw gauntlet~
- Schematics can be obtained from Bannon in Rivet City after completing the unmarked quest Council Seat in his favor.
- At the F. Scott Key Trail & Campground, there is a schematic inside a trailer next to a dead wastelander.
- Can be found in a unique type A random encounter: A wounded deathclaw stalking a wastelander. The wastelander carries deathclaw gauntlet schematics, and is dead when you get to him.