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Recent Statuses

13 days ago
Current The bugs are back.
1 like
2 mos ago
If this watch breaks, the foreign exchange market will take a twenty-eight percent hit. People will die.
5 mos ago
bro aren't you 15 go do your homework instead of screaming about your WIFEEEEEEEEEEEEEEEEEE
6 likes
5 mos ago
"No. This is somewhere to be. This is all you have, but it's still something. Streets and sodium lights. The sky, the world. You're still alive."
4 likes
7 mos ago
Thеy needed a stealth soldier, so I put my hands on the hibachi hot plate at Benihana and burned my fuckin fingerprints off. They will not find me.
2 likes

Bio

Absolute clown. Dark and gritty superhero fan fiction guaranteed or your money back.




Most Recent Posts

@Trevor1001, @Eviledd1984, @jordy0403
With his pistol in hand, Albert crawled along with the group. Tim went at a snail's pace, and managed to keep quiet enough that hopefully no one would spot them. "Think we could take one of those Enclave bastards out now? Or would you want to wait a bit longer?" Albert asks the group.
So, how will the RP continue after this climax?
@Letter Bee
@Letter Bee
Me thinks that'll be fun.
@BytheSpleen, @Raddum
Accepted!
@jordy0403 @Trevor1001 @Simple Unicycle

"Im good with that plan i don't really have a alternative just as long as we get the hostages out of there" Danny then turned to Albert,"So do ya know where the hostages are being held?" He asked not really on the where they would be.All he was worried about was that if his parents were doing okay.


"Hell if I know, Dan. I'm gonna assume that they're on the highest floor, but I've been wrong before. Tim, you have any clue?" Albert says, eyeing the hospital and the Enclave soldiers roaming around it.
"I'm just here because I like queeeeeeests." Tim replies to Albert's question.
"Wha... What?"
"Queeeeeeeeeeeeeeests."
"Crazy fucking robot..."
Quick question; Will we be using perks in any way?

Since we're using a dice system (I figured this from the original post on combat, but I never did verify it) Perks could be pretty fun to mess around with, and useful.


Well of course we'll be using perks! They'll be modified for this system though, such as Bloody Mess taking 1 more Health with each attack, or Lady Killer/Black Widow taking 1 more Health from females/males with each attack as well as adding plus 1 Charisma when talking to them.
In Legendary 11 yrs ago Forum: Free Roleplay
@Claw2k11
"Shite..." With that, Connor runs away, heading in the direction of the temple that contained Earthrent. Then, he could take the blade and kill the bandits to take the bounty.
I'm kind of interested, but I don't understand what stats do(except endurance). Is there a dice system? How are success/failures or hit/misses determined?


Stats are simple:
Strength determines your DAM (damage) with melee and unarmed weapons (so, for every point of Strength, it adds two points to your DAM). Each weapon also has a Strength requirement, so if you do not meet that requirement it will raise the minimum number on the die needed to hit by 1 (so if you have 1 Luck and don't meet the Strength requirement you will never hit).
Perception determines your ability to spot things (so, you are more likely to find enemies that are hiding or hidden objects), and also determines your DAM with energy weapons (lasers, plasma, etc.) using the same idea of every point you get plus 2 DAM.
You get Endurance.
Charisma is your ability to persuade NPCs by modifying the minimum number needed to succeed; for every two points, it lowers the number required by 1(so, a character with 1 Charisma will need a 6 to succeed while a character 10 Charisma will always persuade).
Intelligence determines when you level up (for every two points of Intelligence, it requires one less action [picking a lock, killing an enemy, persuading a character, etc.] to level up).
Agility determines your ability to sneak, and the DAM of guns (using the same formula as Strength and Perception). It also determines how many actions you can perform in a turn, with every two points adding an extra action to the turn.
Luck determines how likely you are to hit, by modifying the minimum required number on the die to hit using the same formula used in Charisma (so, 1 point of Luck requires a 6 to hit while a character with 10 will always hit).

We're using a simple system I like to call 'D6', where only a six-sided die will be used. The die will be rolled during persuasion attempts and in combat, and I'm sure the stats explain how it's used during those instances well enough.

That should answer your questions; I'll also add this to combat and stuff.
Just wanted to jump in to correct you, but it's *blitzkrieg-bop.
Are there any more slots open for this?


The sign up is always open (up until everyone leaves the Vault, that is), friend!
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