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DispatchFactbookOverview

by Fallout dnd. . 35 reads.

Regional Rulebook

Welcome to Fallout DnD! Before you begin participating in RP and FDnD games, it is strongly recommended that all members familiarize themselves with the rules and conduct. If you have any questions, please feel free to contact the moderation and administration team.


Rules and Conduct

> To participate in FDnD (Fallout Dungeons and Dragons) games, you must be a member of the Linkregion's discord, as this is where all games are hosted.

> Harassment of other members is strictly prohibited and may result in a temporary or permanent ban.

> All out of character commentary should be made in the Linkregion's discord.

> Spamming (including posting the same thing over and over again, or making OOC posts on the RMB) is not allowed and will result in the spam posts being suppressed. If this behavior continues despite administrators' and moderators' warnings, the spammer may be temporarily suspended from Rp and FDnD, and possibly even temporarily banned.

> Godmodding is strictly prohibited and may result in the invalidation of posts where godmodding was committed. Your characters can die in RP or in a game of FDnD. Godmodding repeatedly despite administrators' and moderators' warnings may result in a temporary suspension of RP and FDnD.

> Metagaming is also strictly prohibited and may result in the invalidation of posts where godmodding was committed. You cannot use information your character would have not otherwise known ICly, nor use OOC reasons to commit to certain actions (like using a personal vendetta against another player to go out of your way to fight them ICly). Metagaming repeatedly despite administrators' and moderators' warnings may result in a temporary suspension of RP and FDnD.

> Posts cannot include extremely sexualized content and depictions of rape or infanticide, or other inappropriate content that is against NS rules such as obscene, illegal, threatening, malicious, or defamatory content.

> Every post on the RMB must have a minimum of 100 words. Responses to other players' posts, however, is an exception to this rule and does not have a word minimum.

> If you see any players violating any of these rules, please notify an administrator or moderator about this rulebreaking behavior via telegram, or direct message on the Linkregion's discord.


Other Important Guides to Read

After having read the rules, please take the time to look at these guides to...

learn how to build your character to be compatible for the RMB RP and FDnD

Character Guide

by Fallout dnd

This region is focused around character roleplay and Fallout-themed Dungeons and Dragons games. Before you rp as your character whether in the RMB RP or FDnD, you must make a character sheet that abides by the rules and expectations of this guide.

You must first pick a race for your character from the choices given (human, ghoul, or super mutant). Then, you must create a SPECIAL for your character. Using this SPECIAL, you can then determine the inherent skills of your character, and tag three skills that your character is most adept at and can develop faster than the others. Then, you can pick one to two traits for your character, although this step is entirely optional and you don't have to choose any. Finally, choose perks for your character.

1. Race

There are three races to choose from for your character: human, ghoul, and super mutant. Each race is unique in the advantages and disadvantages they bring to the table.

Human:
Humanity is the most common race. Having descended from generations of wastelanders strong enough to survive the perilous wastes, humans gain a +1 to endurance.

Ghoul
Ghouls are humans that, due to intense and prolonged radiation, look zombie-like in stature with necrosis and rotting of the skin and flesh. Unlike most humans, ghouls have gained an immunity to radiation. This immunity and exposure to radiation has also led to an extended lifespan of as much as 200 or more years. Ghouls, like humans, earn a +1 to endurance, but unlike them, are immune to radiation damage. However, their haunting appearance deducts 1 charisma point and will oftentimes make many people uneasy and unwilling to cooperate peacefully with them, and some wastelanders may even act hostile towards them.

Super Mutant
Born from the Appalachian branch of West Tech, super mutants commonly wander West Virginia's Mire and Savage Divide, making the occasional trip to the Forest to attack unsuspecting wastelanders. Imbued with a savage spirit and warlike passions, super mutants earn a +2 to strength. However, their reputation among wastelanders gives them a deduction of 1 charisma point, and their slow thinking a deduction of 1 intelligence point.
Sidenote: You cannot play as an intelligent Super Mutant from Fallout 1. However, like Strong from Fallout 4 or Grahm from Fallout 76, you can be more peaceful and thoughtful than most super mutants.

2. SPECIAL

Not putting the race bonus into account, players can distribute 35 points into their SPECIAL. The SPECIAL works in a similar way to Dungeons and Dragons' ability scores: they determine the physical and mental fortitude of the character and also play a significant role in ability and skill checks, as well as the make-up of skills.

You can invest a maximum of 13 points into each SPECIAL category and have a minimum of 1. You earn a point you can invest into your SPECIAL for every level you earn.

To determine your SPECIAL Modifiers, the bonuses or reductioms to your SPECIAL checks, subtract the number of points you possess in a specific SPECIAL stat by 5. A player with a strength of 7, for example, will have a bonus of 2, whereas a player with a strength of 3 will have a reduction of 2.

Strength:
Strength is a measure one's raw physical strength. A higher strength means you can perform physical tests like lifting heavy objects and using melee weapons better than characters with a lower strength stat. At a strength of 1, all players have a carry weight of 125. Each additional point of strength adds 10 lbs to carry weight. To wield heavy weapons such as miniguns, you need at least a 4 in strength.

Perception:
Perception is a measure of one's ability to see, hear, taste, and notice unusual things. A character with a higher perception can use what they gather in the environment to their advantage, whether it be avoiding traps, spotting enemies in the distance, or shooting weapons with greater accuracy. the character with a perception of 1-2, when shooting a gun or bow, has a 25% chance of shooting their allies in combat if they are within 10 feet of them.

Endurance:
Endurance is a measure of one's stamina and physical toughness. Endurance determines characters' health, with a starting HP of 35, and earn an additional 5 HP per point of endurance. How high your endurance is also determines how effective certain attacks like poison against you are on your character.

Charisma:
Charisma is a measurement of your character's appearance and charm. A higher charisma compels NPCs to feel more generous towards you and makes it easier for your character to persuade others and buy from vendors for lower prices.

Intelligence:
Intelligence is a measurement of one's knowledge, wisdom, and the ability to think quickly. A high intelligence character can adapt to new challenges or situations more easily, whether it be having to learn how to operate a piece of technology completely foreign to them or properly analyze the situation they're in. A high intelligence mixed with a medium to high charisma makes it far easier to persuade others, and a high intelligence mixed with a medium to high perception makes it far easier to outwit enemies. You must have a minimum of 2 points into intelligence to know how to speak.

Agility:
Agility is a measure of one's ability to move swiftly. A higher agility allows characters to more easily dodge attacks, catch projectiles, and perform stealth.

Luck:
Luck determines the success of long-shot actions and the chance of a critical attack. Critical atttacks double the amount of damage the target takes.

3. Skills

Skills are a measurement characters' proficiencies at specific tasks, like the Repair skill determining how well a character can repair broken or old equipment, and the Speech skill with how well a character can persuade or charm others with words and appearance alone. Your initial skill points are determined by the SPECIAL category that it is associated with (at the end of each skill description is a sentence that explicitly states what SPECIAL category it is associated with). Double the amount of SPECIAL points in that category to get your skill points. For example, if you want to calculate your character's barter skill and your character has a charisma of 5, the barter skill will start out at 10 points. Please note that changing your SPECIAL after leveling up will not change how many points are in your skills.

Tagged skills are skills your character is most proficient in. You can tag a maximum of 3 skills. Tagged skills instantly earn 10 more skill points, and each skill point you invest into the tagged skill is doubled. For example, if you invest 5 additional points into a tagged skill after leveling up, that 5 will turn into a 10 for that specific skill.

Disclaimer: The Skills System was originally designed by the Fallout Wasteland. FW Character Guide writer Irradiated Steel has given FDnD permission to use it for its own character guide.

Barter: Proficiency at trading and haggling. Also used to negotiate better quest rewards. Associated with charisma.

Energy Weapons: Proficiency at using energy-based weapons. Every ten points invested into energy weapons adds +1 damage to all energy weapons-based attacks you make. Associated with perception.

Explosives: Proficiency at using explosive weaponry, disarming mines, and crafting explosives. Every ten points invested into explosives adds +1 damage to all explosives-based attacks you make. Associated with perception.

Guns: Proficiency at using weapons that fire standard ammunition. Every ten points invested into guns adds +1 damage to all ballistic weapons-based attacks you make. Associated with perception.

Lockpick: Proficiency at picking locks. Associated with perception.

Medicine: Proficiency at using medical tools, drugs, and for crafting Doctor's Bags. Associated with intelligence.

Melee Weapons: Proficiency at using melee weapons. Every ten points invested into melee weapons adds +1 damage to all melee weapons-based attacks you make. Associated with strength.

Repair: Proficiency at repairing items and crafting items and ammunition. Associated with intelligence.

Science: Proficiency at hacking terminals, recycling energy ammunition at workbenches, crafting chems, and many dialog checks. Associated with intelligence.

Sneak: Proficiency at remaining undetected and stealing. Associated with agility.

Speech: Proficiency at persuading others. Also used to negotiate for better quest rewards and to talk your way out of combat, convincing people to give up vital information and succeeding in multiple speech checks. Associated with charisma.

Survival: Proficiency at cooking, making poisons, and crafting "natural" equipment and consumables. Also yields increased benefits from food. Associated with endurance.

Unarmed: Proficiency at unarmed fighting. Every ten points invested into unarmed adds +1 damage to all unarmed-based attacks you make. Associated with strength

4. Traits

Traits are completely optional for your character to have. You can have a maximum of two traits at.

Claustrophobia:
You have a fear of enclosed spaces (probably because of the mutants that live there). You gain +1 to SPECIAL attributes when outside, but suffer -1 when indoors.

Early Bird:
Hey early risers! Enjoy a +2 to each of your SPECIAL attributes from 6 am to 12 pm, but suffer -1 from 6 pm to 6 am when you're not at your best.

Four Eyes:
While wearing any type of glasses, you have +1 perception. Without glasses, you have -1 perception. Super mutants cannot have this trait.

Good Natured:
You studied less-combative skills as you were growing up. Your combat skills start at a lower level, but other skills are substantially improved. Your speech, medicine, repair, science, and barter skills are increased by 5 skill points. However, energy weapons, explosives, guns, melee weapons, and unarmed skills are decreased by 5 skill points.

Heavy Handed:
You swing harder, not better. Your attacks are very brutal, but lack finesse. You rarely cause a good critical hit, but you always do more melee damage. Melee and unarmed attacks do 20% more damage, but these attacks do 60% less critical hit damage.

Small Frame:
You are not quite as big as other people, but that never slowed you down. You can't carry as much, but you are more agile. You earn +1 to agility, but have fragile limbs (+25% extra limb damage). Super mutants cannot have this trait.

5. Perks

Perks are bonuses obtainable through leveling up, (sometimes) completing quests, and in rare cases, doing out-of-the-box actions that merit such a bonus. Both perks seen in the Fallout franchise and custom will be used in this region. Players begin with two perks of your choice from the Fallout games, either one combat related and one non-combat related perks, or two non-combat related perks. Please check with an administrator to make sure these perks are not over-powered or game-breaking before using them.

Banned Perks:
Bloody Mess
Wild Wasteland

Read factbook

and learn about the equipment your character can start off with and encounter throughout the RP with specifics such as items' weight, damage value, and nature.
(Equipment Guide is a WIP)

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