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Fallout Nukaloha: Wish you were here.
Welcome to Fallout Nukaloha! A Fallout Roleplaying forum set on the Post-Apocalyptic Hawaii. Register and Log-In to see all the features and start playing.


Fallout Roleplaying Forum set 250 years after the Great-War on the Post-Apocalyptic Hawaii. Will you be able to survive and endure the Hawaiian Wasteland?
 
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 Omni -Broken Volt Mechanist

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Omni

Omni


Posts : 11
Join date : 2017-12-01
Age : 37

Character Screen
Level: 1
Health Points:
Omni -Broken Volt Mechanist 1J4tKN465/100Omni -Broken Volt Mechanist Empty_bar_bleue  (65/100)
Experience:
Omni -Broken Volt Mechanist Left_bar_bleue50/200Omni -Broken Volt Mechanist Empty_bar_bleue  (50/200)

Omni -Broken Volt Mechanist Empty
PostSubject: Omni -Broken Volt Mechanist   Omni -Broken Volt Mechanist EmptySat Dec 02 2017, 13:31

Name: Omni

Age: 20

Race: Human/Mutant

Gender: Male

Karma: Neutral

Faction: Broken Volts

Reputation:

SPECIAL:
Strength:  04
Perception:   04
Endurance:    10
Charisma:     04
Intelligence:  10
Agility:    04
Luck:   04

Level: 1

Perks: For my first two perks I will be using breaking the rules perk twice. The info on the perk says it can be used three times, so I did not see anything wrong with my use if it here. Let me know if I need to make changes.

Electrokinesis: Your mutation has given control over electricity. The first level of this perk allows you to overcharge or drain energy weapons. Drained weapons won’t function for two turns; overcharged weapons inflict double damage but risk exploding. The second level allows you to use your powers on robots and power armor users, if they are drained they will be stunned for two turns, if they are overcharged they will have a +25 to all their dice rolls. Level 3 of this perks allows you to create a harmful corona of electric energy around you for four turns, this energy makes all your melee attacks inflict +15 HP more of damage, everybody who attacks you with melee attack suffer 25 HP of damage and turns you immune to electric damage. 

Electric Surge: You overcharge your engine and send a shockwave of electricity all across your metallic body. On level 1 of this perk you get +10 to all dice rolls and everybody uses melee attacks on you suffers 25 HP of electric damage. On level 2 you get +20 to all dice rolls and anyone who melees you suffer 50 HP of electric damage. On level 3 you get +30 to all dice rolls and any melee attack that you suffer damages your attacker with 100 HP. This effect lasts for 3 turns.






Height: 5'9

Weight: 140 lbs

Body type: Wiry

Hair style: Bald

Eyes: Blue

Skin color: He has the olive skin tone of a pacific islander.

Psychical Description: I picture him as a scrawny, heavily scarred individual, his skin telling the tales of hardship and failed tinkerings. In addition to his pointed ears, his veins seem to glow with electricity, enough to be noticeable if his bare flesh is seen. He has experimental biotics implanted throughout his body, making it obvious he is not fully human..

Inventory:
Main Weapon: Jury Rigged Laser Pistol
Secondary Weapon: Monkey Wrench
Helmet: Welding Helmet 
Mask: Homemade Gas Mask
Goggles: None
Clothes & Armor: Industrialist Jumpsuit, Tattered Red Robe worn overtop.
Backpack: Small backpack
First Accessory: Makeshift Pip-Boy
Second Accessory: Hack-o-Tron

Defect of the Character: Omni has spent his entire life in the wasteland, watching people die, succumbing to the simplest and most random of things. Disease, starvation, bullet wounds. On the other hand, he has watched the robotic AI so common in the Broken volts suffer the most grievous of damage, yet still able to be repaired. Thus, in Omni's mind, the flesh is weak. He harbors a distaste for all things of the flesh, viewing the purity of the machine as one that humanity should be striving for. He is indifferent to most people he meets, only taking an interest in things that might increase his knowledge in his chosen field.

Aspirations: Omni has a simple goal, to free himself from the weaknesses that his flesh imposes on him, and replace them with cybernetics, a purer, and much better evolution...in his mind at least.


Background story: When the Broken Volts found Omni, it was sheer happenstance. Returning from a successful raid against a merchant caravan, they took shelter from the sudden thunderstorm in a cave. Inside, in the arms of a recently deceased woman, they found the child cradled, crying out for attention. Looking around, they saw no signs of violence, or struggle. As for the child himself? He was obviously a mutant, his tiny hands giving small sparks as they waved in the air, his sharp pointed ears sticking out from his head...his very veins seem to glow with electricity, as if the energy coursed through his blood. The Broken Volts took the child, adopting him as one of their own, even giving him his own AI, as was tradition for the Broken Volts

He cannot remember his first memory of VOLT-Y666, or Vy as he grew to call his AI sibling, for Vy had always been there, apart of his life. Vy stood watch over young Omni as the strange child grew, tinkering with broken toasters, flashlights, and other assorted junk at a young age, his mind hungry and eager for knowledge. With the Broken Volts, Omni was able to learn much, swiftly becoming proficient in the maintaining and care of the various machines and robots the Broken Volts kept.

It was during his teenage years that those closest to him noticed a change in him...becoming sullen, and withdrawn. Deaths, so common a sight in this new world, seemed to effect him greatly...until he came to a realisation. One that changed his life and became his foremost personal drive, in addition to his quest for knowledge. He realised that cybernetic enhancement was the way forward...a way that would prevent the deaths of those close to him. But, though he had seen a cybernetic arm here, an eye there...Omni knew that he must go further. He must make the leap, from man, to machine. For it was machines that were so much more robust, and able to survive this violent world. The light of this realisation drove him forward as he grew into manhood, serving the Broken Volts as he could, raiding and increasing his knowledge, so that one day he could make the great leap...


Last edited by Omni on Tue Dec 05 2017, 09:37; edited 1 time in total
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Neutral Karma

Neutral Karma


Posts : 57
Join date : 2017-11-30

Omni -Broken Volt Mechanist Empty
PostSubject: Re: Omni -Broken Volt Mechanist   Omni -Broken Volt Mechanist EmptyTue Dec 05 2017, 09:33

Looks good! However, your SPECIAL totals at 33. You'll need to add 7 more points before you can be accepted.
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Omni

Omni


Posts : 11
Join date : 2017-12-01
Age : 37

Character Screen
Level: 1
Health Points:
Omni -Broken Volt Mechanist 1J4tKN465/100Omni -Broken Volt Mechanist Empty_bar_bleue  (65/100)
Experience:
Omni -Broken Volt Mechanist Left_bar_bleue50/200Omni -Broken Volt Mechanist Empty_bar_bleue  (50/200)

Omni -Broken Volt Mechanist Empty
PostSubject: Re: Omni -Broken Volt Mechanist   Omni -Broken Volt Mechanist EmptyTue Dec 05 2017, 09:38

Done
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Neutral Karma

Neutral Karma


Posts : 57
Join date : 2017-11-30

Omni -Broken Volt Mechanist Empty
PostSubject: Re: Omni -Broken Volt Mechanist   Omni -Broken Volt Mechanist EmptyTue Dec 05 2017, 11:17

Character Accepted!

Here are the items that your character will have to start out with:


  • Main Weapon: Jury-Rigged Laser Pistol - Well worn, and bearing the various insignia of the Broken Volts, this pistol has served you well. It is in average condition.
  • Secondary Weapon: Monkey Wrench - This wrench has seen better days. Rusted and cracked, even using it for minor repairs would prove a challenge. It offers no special benefits, and is unusable in combat until it is repaired.
  • Helmet: Welding Helmet This sturdy helmet has always been invaluable in both your repairs, and your protection. While its surface is marred with minor scratches and oil stains, it will protect you as it always has. It is in good condition.
  • Mask: Homemade Gas Mast - While better than nothing, this mask isn't improving much. Its tattered seams and small tears are repairable, but at the moment offer little protection. This will offer no special benefits until you can repair it.
  • Goggles: None
  • Armor & Clothes: Jumpsuit - This black suit might have offered protection at one point, but centeries of wear have rendered it irreparable. It offers no special benefit. Around your shoulders rests long, red cloak, able to somewhat obscure your appearance. Both are in good condition.
  • Backpack: You carry a basic backpack, common among the wastes. It offers no special benefit.
  • First Accessory: Makeshift Pip-Boy - A testament to your ingenuity, this small, homemade, PDA has been built with augmentation in mind.  Perhaps you can integrate the setup with yourself, one day?
  • Second Accessory: None
  • Other: None.


Jury-Rigged Laser Pistol Dice Roll Tables:

Monkey Wrench Dice Roll Tables:

Your Bonuses:
12 + 4 + 2 = 18 on all melee and unarmed attack dice rolls [STR + LCK + Jailbroken VATS]
4 + 8 + 4 + 2 = 18 on all ranged attack dice rolls [STR + PER + LCK + Jailbroken VATS]
-4 needed to score a critical hit [PER]
+20 HP with each LVL Up [END]
4 + 4 + 2 = 10 on all diplomacy and lying dice rolls [CHA + LCK + Jailbroken VATS]
Objects are 20 caps cheaper [CHA]
10 + 4 + 5 + 2 = 21 to all dice rolls related with working, hacking or repairing technology [INT + LCK + ARMOR BONUS +  Jailbroken VATS]
10 + 4 + 2 = 16 to all dice rolls related with science and medicine [INT + LCK + Jailbroken VATS]
4 + 4 + 2 = 10 to all dice rolls related to dodging or doing acrobatic feats [AGL + LCK + Jailbroken VATS]
10 + 4 + 2 = 16 to all dice rolls related to cooking in a fireplace, hiding from creatures, taming creatures, searching for drinkable water and searching for food. [END + LCK + Jailbroken VATS]

I'll now roll for your Caps - Due to the rarity of your items, you'll only be rolling off of 2d100.

The prison of flesh entombs you, through your tireless struggle, you'll free yourself from the chains of mortality.


Last edited by Neutral Karma on Tue Dec 05 2017, 11:20; edited 1 time in total
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Overseer
Admin
Overseer


Posts : 519
Join date : 2017-08-17

Omni -Broken Volt Mechanist Empty
PostSubject: Re: Omni -Broken Volt Mechanist   Omni -Broken Volt Mechanist EmptyTue Dec 05 2017, 11:17

The member 'Neutral Karma' has done the following action : Dices roll


'1d100' : 31, 76
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Neutral Karma

Neutral Karma


Posts : 57
Join date : 2017-11-30

Omni -Broken Volt Mechanist Empty
PostSubject: Re: Omni -Broken Volt Mechanist   Omni -Broken Volt Mechanist EmptyTue Dec 05 2017, 11:18

You will start out with 107 Caps
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PostSubject: Re: Omni -Broken Volt Mechanist   Omni -Broken Volt Mechanist Empty

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» Into the Heart of the Machine (Part 1) [VOLT-Y666, Omni - CLOSED]
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» VOLT-Y666 (VY)
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