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Chapter 6 by TheActualFeastp TheActualFeastp

Fallout..

Fallout 4.

I'd think you should publish your story as its own if you're gonna make a whole different character creation system for this one, but feel free to comment any ideas you'd think would go great with this! also, don't feel pessured/restricted with only these choices, of couse make up your own choices within the sections, or go wild! up to you? just made it cause I LOVE systems.. (:<.

start buy specing your character's S.P.E.C.I.A.L.. it caps at 10. all stats start at 1. you have 21 points to use, and must use all 21 points. they'll mainly be used for skill check. additional SPECIAL stats will be provided after events that would warrant such a reward.

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Strength.

Perception.

Endurance.

Charisma.

Intelligence.

Agility.

Luck.

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Personality Type.

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from row to row, left to right. choose only 1 letter of each box and you'll get your character's personality. example: INTJ. these are for hidden bonuses to situations where your PC (Player Character) has a greater chance of getting a desirable outcome. feel free to skip, and gain no bonuses. keep in mind you may not be able to receive these benifits or a chance to ever again.

it goes by the kind of class it applies to (the kind of situation it'll apply to), the kind of trigger it'll need for it to activate/tigger, likelihood of it activating/tiggering, and the distance (time) it applies to (if whatever it is, is happening now or way in the future).

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Extroversion, physical.

Introversion, metaphysical.

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Sensing, physical.

Intuition, metaphysical.

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Thinking, needs conscious intention/awareness. dependant on INT.

Feeling, less likely to happen, but can apply to everything passively. affected by LUC. CHA has a minor effect to it. the greater those stats are the higher possibility it'll occur.

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Judging, as far as your thinking can get you.

Perceiving, less than an hour.

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Choose Your Origin.

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Vault.

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whether or not you know it many, if not all Vault-Tec's vaults were designed to house experiments. bred to be perfect soldiers, research of aggression from white noise, viability of pacifist belief systems in post-apocalyptic condition. most succumbed to the outside, or on its own, and very few truly thrived. or at least for a time..

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Human:

+1 vault suit.

  • vault suit, designed specifically for use within Vaults, jumpsuits are an inexpensive, easily produced solution to the age-old problem of clothing large numbers of people while maintaining a modicum of comfort and utility. within the Vaults, they are also meant to reduce tension by providing every dweller with the same type of clothes, regardless of their standing.

+1 Pip-Boy.

  • Pip-Boy,standard equipment for all Vault-Tec dwellers. manufactured by RobCo Industries. Pip-Boys are wearable wrist computer for biometric data mining. it logs your daily activities, inventory carried, and every morsel of information regarding your health. fractures, addiction, and what you last ate.

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Wasteland.

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you must be a ruthless, merciless savage to live out here this long, or.. you've stumble on an alien weapon that turns Dog Meat, to Dog Pile of Ash? a protective mommy deathclaw can't leave you alone? or your parents' homemade cryo chamber worked.. leaving you alone in these unknown lands.

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The Minutemen.

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the Commonwealth Minutemen, or simply "the Minutemen," are a volunteer civilian defense militia. rising to prominence in 2180, they went on to play a major role in the region's politics, attempting to form the CPG in the 2230s, but failed, and fell into decline following the loss of their headquarters in 2240, and by 2287 had been nearly wiped out. however, what they lack in current power, they make up with surplus of hope for a better tomorrow, and an indomitable will to capture it. after all, they have an old lady that can see the future on their side ..with the help of ****- I mean--"chems".

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Humanoid:

+2 commonwealth weapon.

  • the commonwealth is home to countless tools of ****, handheld or throwables to "gear" that does the job well enough. limited to only the person's own ingenuity. or insanity.
  • unique/rare weapon pairs are not 1 unit.
  • 40% total ammo.

+1 personally iconic clothing.

+2 armor pieces.

  • pairs are not 1 unit.

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Creature:

+4 combination of: non-natural/innate "weapon"s and/or non-natural/innate armor pieces.

  • armor that are used as weapons falls under only: "weapon"s.
  • 20-23% total ammo.
  • pairs are 1 unit.

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optional:

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+1 method of communication.

  • not limited to: technology, companion, mind control spores, and writing.

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BoS.

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the Brotherhood of Steel (commonly abbreviated to BoS) is a post-war technology focused paramilitary order with chapters operating across the territory of the former United States. the BoS could not only ensure that it would not fall into irresponsible hands that could threaten civilization's rebuilding but also not fall into hands that would threaten the Brotherhood's power. the Brotherhood's core purpose is to preserve advanced technology and regulate its usage. they do not recognize some technology as too dangerous for anyone to use.

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+BoS rank.

  • high elder is the leader of the entire Brotherhood of Steel and the other elders.

-requirement: >4 STR/END/PER and >8 INT and >9 CHA.

-keep in mind, all the requirements are the bare minimum to sustain your rank (postion) and/or makes the minimum sense, but it still doesn't mean you won't face opportunities that"ll challenge it.

  • elders form the Brotherhood's ruling council. individual elders are occasionally leaders of localized chapters of the Brotherhood. under normal circumstances the ability to become an elder is reserved for paladins, although there are exceptions.

-requirement: >7 INT and >4 PER or >3 CHA.

  • head paladin, commander of the paladins, responsible for overseeing their operations and training them. the head paladin may induct other members of the Brotherhood into the paladins at their discretion.

-requirement: 10 STR and 10 END.

  • senior paladins are paladins that show promise to become head paladins. they're well respected among other paladins and knights and can greatly increase the morale of soldiers.

-requirement: >9 months.

-prerequisite for promotion: >9 END and >9 STR.

  • star paladins are paladins who have been recognized by the Brotherhood for their honor, loyalty, and tenacity in battle. they are given far more freedom in how they conduct operations.

-requirement: >7 END and >7 STR.

  • paladins are likened to the scribes of the Brotherhood as being on the same level, but with a different purpose. paladins are the protectors of the Brotherhood, fighting and protecting its interests across the wasteland, equipped with power armor and an array of lethal weapons.

-requirement: >6 END and >6 STR.

-keep in mind, for any BoS rank you may choose without totally meeting the requirement, but it most likely will lead you demoted at some point if the requirement(s) aren't met soon enough, if there was any time at all.

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  • head knight, commander of the knights, in charge of all their operations. the Brotherhood allows for positions to be combined, and one person can be both head knight and head paladin.

-same prerequisites as head paladin.

  • knight commanders are often seen in the field leading shock troopers dropped off of Vertibirds, or in charge of a command post in the Commonwealth, leading lower ranking knights into battle.

-requirement: >8 STR and >8 END.

  • senior knights are experienced knights there had been promoted to a position of seniority, overseeing the activities of their juniors.

-requirement: >4 months.

  • journeyman knights (this rank is typically referred to as just "knight") are responsible for manufacturing and repairing weapons and other pieces of technology. after many years of service and experience, the best knights are promoted to paladins, the pinnacle of the Brotherhood military.

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  • senior initiates are initiates who have completed basic training and move on to more advanced training.

-requirement: 5/>7 LUC| or |6 INT| or |7 CHA and >2 LUC (you'll need to pass a test that they'll give before you get this rank).

  • initiate is one of the lowest ranks in the BoS's rank system. the precise definition of the rank vary between the regional chapters. initiates may be issued power armor if their assignment merits. In some chapters, initiates are never seen wearing power armor and are instead wearing Brotherhood fatigues or recon armor.

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  • head scribe is the highest-ranking civilian class of the Brotherhood of Steel. the head scribe is responsible for choosing which scribes work on which project and which scribes should be assigned to each order. the head scribe also chooses the proctors of each order and must also oversee the projects each order is working on. the head scribe is a highly intelligent person who has mastered the orders of the Sword, Shield, and Quill, and may also take on a project of their own interest, as Head Scribe Rothchild did with the Liberty Prime project. The head scribe is one of the people who must attend the meetings with the high elder, elder council, generals, head paladin, and head knight. the head scribe reports to the high elder and elder council only.

-requirement: 10 INT.

-the Order of the Sword is responsible for weapons research and development. guns, ammunition anything of an offensive nature.

-the Order of the Shield is responsible for defensive research. power armor, defensive structures, anything that is intended to protect.

-the Order of the Quill preserves the written knowledge of the ancients, seeking out all manner of books and holotapes.

  • proctors oversee and approve of each project that the scribes in their order are working on, and assign the proper scribes to the right projects. each proctor must report to the head scribe, which assigned them to their respective order, on each project, and to get approval to move ahead with a new project. they often work on their own projects, which are usually completed very quickly because the proctor can prioritize them and assign senior scribes to them.

-requirement: >8 INT.

  • senior scribes are some of the most advanced scribes. they are always chosen for the most important projects and are the next in line to become proctors of orders when the old proctor retires or dies. they often take on the most promising journeyman scribes to be their apprentices and choose what order they should be in (usually, it is the same order that the senior scribe is in). senior scribes teach their apprentices everything they know and will continue to teach them until they are nearly senior scribes themselves. on rare occasions, the senior scribe will be promoted to head scribe and their apprentice to proctor. when this occurs, the apprentice will be given special treatment and the elders usually separate the two to remove any impression of impropriety.

-requirement: >4 INT, and >1 year within BoS.

-prerequisites: >5 INT needed for promotion, but not guaranteed; the higher INT, the better chances of "promotion".

  • journeyman scribe (this rank is typically referred to as just "scribe") are tasked with creating and keeping records of the technology recovered and used by the Brotherhood and experimenting with new weapons and other useful devices to be used in the field by the knights and paladins. scribes rarely leave the safety of the BoS bunkers, but they are sometimes called into the field to examine a piece of technology or perform a task beyond the skills of the Brotherhood soldiers. the attitude of many scribes in the Brotherhood can be described as techno-centric. while a great number study history and cultures, the majority of scribes focus their studies on subjects related to the acquisition, repair, or creation of technology.

-requirement: >4 INT, and acquaintance/friend to introduce to the Brotherhood whether it's after or before finding out their existence.

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Railroad.

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the Railroad has been in existence since at the least the time of the creation of the first successful Generation-3 synths by Institute scientists around the 2220s. following the public's discovery of the synths during the Broken Mask incident in Diamond City in 2229, the question if they deserve the same rights as natural humans became a major subject of debate. many people believed that the Institute's synths were mere machines; just another model of advanced robot. paranoia began to develop as local residents' loved ones vanished overnight and were replaced with artificial clones that eventually malfunctioned and went berserk as like in the Broken Mask incident. others however felt that synths deserved to be free having being treated as slaves by their creators at the Institute. This is a point that makes some convinced that the synths are worth saving. it was from these ideals that the earliest possible incarnation of the Railroad would emerge. the Railroad lacks the industrial base and refinement of the Institute, the firepower and armor of the Brotherhood of Steel, or the popular support of the Minutemen, forcing it to rely on what it can salvage or create on its own. for much of its known history, the Railroad was **** to get by with relatively low-tech weapons and gear merely adapted for their purposes. this situation changed completely with the introduction of Tinker Tom into headquarters. best described as a suffering genius. soon enough, the Railroad became a ragtag family team of humans, synth, and P.A.M. (Predictive Analytic Machine), a sophisticated AI tied to a modified assaultron unit.

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+2 one-of-a-kind made equipment.

  • pairs count as 1 unit, but sets are excuded, as long as they're full set(s). however, if they're not, count every piece as single units and then it's allowed.

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or.

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+1 specially-made attire.

+1 favorite weapon.

-as in what weapon you always have.

  • .>9 LUC you can choose a one-of-a-kind.
  • 7-8 LUC you can choose a unique.
  • 6< LUC you can only choose any other weapon rank.

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Institute.

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Institute, an advanced technocractic scientific cabal based in the Commonwealth. Founded in 2110 by survivors from the Commonwealth Institute of Technology and their descendants, the Institute considers itself a bastion of knowledge and prosperity amid a dying world. by 2287 the Institute has developed numerous revolutionary technologies, but the most of note is their invention of teleportation and synthetic humans. disdainful of the outside world, they aim to monitor and control the Commonwealth through both subterfuge and brute ****, to ensure their work is not disrupted. This secretive and hostile attitude has turned the Institute into a "boogeyman" in the wasteland, and its presence is a major cause of paranoia for the people of the Commonwealth, but it's not all bad, surely their technologies and advancements will one day serve the Commonwealth.. right?

  • do not forget, choosing any of these options does not limit you on how you approach it.

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[A/N: lmk for typos].

PC's name?

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